Clamber Design
Led the climbing and structural-navigation mechanic, defining how players read, approach, and move across the architecture of the open world.
PANDEMIC STUDIOS · 2009
THE WORK
I led the design of the clamber mechanic—the system used to climb and navigate the structures throughout The Saboteur's open world.
Working closely with a programmer and the Animation and Environment Art teams, we defined the shared metrics, visual language, and construction rules needed to make the world consistently readable and climbable.
Led the climbing and structural-navigation mechanic, defining how players read, approach, and move across the architecture of the open world.
Partnered with Programming, Animation, and Environment Art to establish reliable dimensions, animation requirements, and visual cues that could be applied consistently across the city.
This gameplay example demonstrates the shipped climbing system and how the world's structures communicate navigable routes to the player.
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